World English-Language Scrabble® Players’ … English-Language Scrabble® Players’ Association...

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1 World English-Language Scrabble® Players’ Association (WESPA) Game Rules Version 1.0 Issued by the WESPA Rules Committee 4 August 2009 SCRABBLE® is a registered trademark of J. W. Spear & Sons Limited, a subsidiary of Mattel Inc, except in Canada and the United States, where it is a registered trademark of HASBRO.

Transcript of World English-Language Scrabble® Players’ … English-Language Scrabble® Players’ Association...

Page 1: World English-Language Scrabble® Players’ … English-Language Scrabble® Players’ Association (WESPA) Game Rules Version 1.0 Issued by the WESPA Rules Committee 4 August 2009

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World English-LanguageScrabble® Players’ Association

(WESPA)

Game Rules

Version 1.0Issued by the WESPA Rules Committee

4 August 2009

SCRABBLE® is a registered trademark of J. W. Spear & Sons Limited, a subsidiary of Mattel Inc, except in Canada andthe United States, where it is a registered trademark of HASBRO.

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Contents

Preamble 7

Part 1 – Equipment 7

1.1 Standard Rules 7

1.2 Word Source 7

1.3 The Game Set 8

1.3.1 Tile Distribution1.3.2 The Tiles1.3.3 The Board1.3.4 Other Equipment1.3.5 State of Equipment1.3.6 Varying the Equipment

1.4 The Timer 9

1.4.1 Checking the Timer1.4.2 Precedence1.4.3 Neutralisation1.4.4 Use of Timer Mandatory

1.5 Written Aids 10

1.5.1 Score Sheets1.5.2 Tile Tracking Sheets1.5.3 Right to Examine Materials1.5.4 Writing During the Game

Part 2 – Starting the Game 11

2.1 Determining Who Starts 11

2.2 Starting the Timer 12

2.3 Late Arrivals 12

2.3.1 Duty to be Present2.3.2 Both Players Absent

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2.3.3 One Player Absent2.3.4 Optional Forfeiture due to Lateness2.3.5 Compulsory Forfeiture due to Lateness2.3.6 Consequences of Forfeiture due to Lateness

2.4 Shuffling Tiles 13

2.5 Special Needs 13

Part 3 – The Turn 13

3.1 Playing a Word 13

3.1.1 Elements of the Turn3.1.2 Accepting the Turn

3.2 Exchanging Tiles 15

3.2.1 Elements of the Exchange3.2.2 Exchange to Score Zero3.2.3 Exchanging Early in the Game

3.3 Passing 15

3.3.1 Elements of the Pass3.3.2 Passing at the End of a Game

3.4 Significance of Pressing Timer 16

3.4.1 Pressing Timer Concludes Deliberation3.4.2 Elements Overlapping with Opponent’s Subsequent Turn3.4.3 Omitting to Press Timer

3.5 Keeping Score 16

3.6 Prerogatives of the Player On Move 17

3.6.1 Actions Reserved for the Player On Move3.6.2 Actions Where the Player On Move Has Priority

3.7 Shuffling or Counting the Remaining Tiles 17

3.7.1 Procedure for Shuffling or Counting Tiles3.7.2 Right to Object

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3.8 Declaring a Blank 18

3.9 Drawing Tiles 18

3.9.1 Bag Position3.9.2 Drawing Protocols3.9.3 Keeping Tiles Above Table3.9.4 Improper Drawing3.9.5 Overdrawing Tiles (Overdrawer Discloses)3.9.6 Overdrawing Tiles (Opponent Notices)3.9.7 Duty to Disclose Overdraw3.9.8 Late-Game Underdrawing3.9.9 Drawing Out of Order3.9.10 Drawing While Awaiting Adjudication

3.10 Challenging 21

3.10.1 Issuing a Challenge3.10.2 Adjudicating a Challenge3.10.3 Self-Running3.10.4 Self-Adjudicating3.10.5 No Retraction or Concession of a Challenge3.10.6 Waiver of Right to Challenge3.10.7 Challenging an Improperly Ordered Turn3.10.8 Holds3.10.9 Courtesy Draws3.10.10 Rechallenging3.10.11 Erroneous Challenges3.10.12 Misadjudication3.10.13 Board Control During Challenge3.10.14 Challenge Penalties3.10.15 Challenging Word Placement3.10.16 Challenging the Legality of an Exchange

Part 4 – Interrupting the Game 26

4.1 Neutralising the Timer 26

4.2 Leaving the Playing Area 26

4.3 Tiles Discovered Out of the Bag 27

4.4 Tiles Discovered In the Bag 27

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Part 5 – Ending the Game 28

5.1 ‘Playing Out’ 28

5.1.1 Procedure for ‘Playing Out’5.1.2 Actions to be Taken Upon ‘Playing Out’5.1.3 Right to Restart Timer5.1.4 Tiles Remaining

5.2 Six Consecutive Zero Scores 28

5.2.1 Game Ended by Six Consecutive Zero Scores5.2.2 Action to be Taken After Six Consecutive Zero Scores

5.3 Time Penalties 29

5.3.1 Ascertaining When Time Penalties Apply5.3.2 Application of Time Penalties5.3.3 Overtime Leading to Forfeiture5.3.4 No Additional Time Penalties When Timer Not Neutralised5.3.5 Standard Game Time

5.4 Result Sheets 30

5.4.1 Result Sheets Final Once Signed5.4.2 Responsibility of Winner

5.5 Recounts 30

5.5.1 Right to Recount5.5.2 Recount Procedure5.5.3 Surrender of Score Sheet5.5.4 Tournament Director’s Discretion

5.6 Tile Check 31

5.7 Resigning 31

Part 6 – Conduct 32

6.1 Cheating 32

6.1.1 Definition

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6.1.2 Duty Not to Cheat6.1.3 Action to be Taken in Case of Cheating

6.2 Unethical Behaviour Not Amounting to Cheating 32

6.2.1 Definition6.2.2 Examples of Unethical Behaviour Not Amounting to Cheating6.2.3 Behaviour Not Considered Unethical6.2.4 Contents of Score Sheets6.2.5 Determination of State of Mind6.2.6 Action to be Taken in Case of Unethical Behaviour

6.3 Etiquette 35

6.3.1 Definition6.3.2 Examples of Poor Etiquette6.3.3 Action to be Taken in Case of Poor Etiquette6.3.4 Observing Games

6.4 Tournament Director’s Powers and Responsibilities 36

6.5 Right of Appeal 36

Appendix 1 – Standard Rules 37

Appendix 2 – Official Word Source 42

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Preamble

These Rules (the WESPA Game Rules) are for use in international English-language word game tournaments. They establish international standardsdesigned to facilitate play between players whose domestic norms may differ.These Rules apply at the World Championship and at tournaments organised andrun by WESPA. Their use is also strongly encouraged at all other tournamentswith a significant degree of international participation, and at domesticcompetitions of international significance.

If any situation arises that is not covered by these Rules, or if any interpretationof these Rules proves controversial or cannot be agreed upon by the playersconcerned, then the Tournament Director’s ruling binds the players. TheTournament Director should refer contested interpretations of these Rules to theWESPA Rules Committee for review.

The Tournament Director will determine factual disputes upon the balance ofprobabilities, and is entitled to take into account all relevant information inreaching decisions. WESPA is the sole body with power to review the decisions ofthe Tournament Director. Players’ appeal rights are limited to those outlined inRule 6.5 (Right of Appeal).

Part 1 - Equipment

1.1 Standard Rules

(a) The WESPA Game Rules apply in addition to the standard game rules(‘Standard Rules’) endorsed by WESPA. The Standard Rules are listed inAppendix 1. They may be changed from time to time.

(b) The WESPA Game Rules take precedence over the Standard Rules in theevent of any discrepancy. Moreover:(i) games played under the WESPA Game Rules must be played one on

one, with both players keeping score; and(ii) games played under the WESPA Game Rules do not end if both

players pass twice in succession.

1.2 Word Source

(a) The official word source is endorsed by WESPA in consultation with theWESPA Dictionary Committee. The official word source is listed inAppendix 2. It may be changed from time to time.

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(b) Tournaments using these Rules must not deviate from the official wordsource in any respect.

1.3 The Game Set

1.3.1 Tile DistributionIt is the responsibility of both players to check before the game starts that theset contains the correct number and distribution of tiles. Either player mayrequest such a check. Under no circumstances may corrections be made oncethe game has started.

1.3.2 The Tiles(a) Tiles that best achieve both tactile and visual indistinguishability are

preferred for tournament play.(b) Tiles with a smooth letter face should be used wherever possible. Tiles

without a smooth letter face are unacceptable unless the TournamentDirector expressly approves their use.

(c) Players may use their own set of tiles only if the tournament organisershave not made enough sets available, or if the sets available at thetournament are of inferior quality.

(d) Some sets have distinguishing identification marks (such as stickers)attached to the tiles. Such marks are acceptable only if they are uniformacross the complete set of tiles.

(e) Some sets have irregularities caused by detachment from plasticmoulding. Such irregularities, whether visible or tactile, are undesirable.Sets exhibiting these irregularities, especially on the top edges of tiles,should not be used where sets free from the irregularities are available.

(f) The Tournament Director will resolve any dispute arising over the choiceof tiles.

1.3.3 The Board(a) Boards used in tournament play should be rigid. Folding boards are not

suitable unless they can be made rigid for play. Boards should haveindentations or ridges to prevent the sliding of tiles. As a general guide,each edge of the playing grid should measure between 33 and 35cm.

(b) Where there is a choice of boards, priority is given to boards that may bemoved to face the player on move with minimal disturbance to items onthe playing table. The order of precedence is:(i) boards mounted on circular turntables that revolve entirely within

their own area (‘round boards’);(ii) boards mounted on non-circular turntables that revolve primarily

within their own area;(iii) square or rectangular revolving boards;(iv) other (non-revolving) boards with indentations.

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(c) Organisers must allow the use of round boards, and are encouraged toprovide tables capable of accommodating them.

(d) Boards that do not hide a player’s view of the opponent’s rack arepreferred.

(e) The Tournament Director will resolve any dispute arising over the choiceof board.

1.3.4 Other Equipment(a) Players may use any rack they wish in tournament play. However, the

number of tiles on the rack must be clearly visible to the opponent.(b) Tile bags used in tournament play must comfortably accommodate

(simultaneously) the set of 100 tiles and a player's hand. (c) This Rule must be read in conjunction with Rule 1.3.5 (State of

Equipment).

1.3.5 State of Equipment(a) All equipment in the game set must be in an acceptable state of repair.(b) ‘An acceptable state of repair’ includes:

(i) for tiles: clean, legible, not overly worn or faded, hygienic;(ii) for boards: smoothly rotating (if applicable), not overly glary, free

from excessively distracting background designs;(iii) for tile bags: opaque, not too worn, of an appropriate size and

design.(c) Subsection (b) is not exhaustive, and the Tournament Director will resolve

any dispute arising over the state of the equipment.

1.3.6 Varying the EquipmentWESPA recognises that local exigency may at times require departure from theprovisions in Rules 1.3.2-1.3.5 (for instance, where round or rigid boards areunavailable or the playing tables cannot accommodate them, or where smoothtiles are unavailable). However, tournament organisers should make every effortto avoid this.

1.4 The Timer

1.4.1 Checking the Timer(a) It is the responsibility of both players to agree that the timer is correctly

set to the specified time limit, and that both of the timer’s displays areworking properly.

(b) If a problem with the timer arises during play, the Tournament Directormust be notified. Depending on the nature of the problem, theTournament Director may choose to adjust the time remaining for eitherplayer or both players.

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1.4.2 PrecedenceWhere there is a choice of timers, the order of precedence is:

(a) digital timers capable of(i) counting down from the specified time limit to 00.00,(ii) displaying overtime in minutes and seconds in a count-up fashion

(digital timers incapable of measuring overtime are unacceptable),and

(iii) neutralisation through the depression of a central button;(b) digital timers capable of fulfilling the requirements of subsections (a)(i)

and (a)(ii), but which possess any non-standard feature (including adifferent neutralisation method from that given in subsection (a)(iii));

(c) digital timers capable only of counting up from 00.00;(d) analog chess clocks.

Other timing devices are not suitable for tournament play.

1.4.3 NeutralisationThroughout these Rules, neutralising a timer means:

(a) in the case of a digital timer, depressing a button to stop the countdownof both digital displays. This button, often known as the ‘hold’ button, isusually located centrally on the timer;

(b) in the case of an analog chess clock, depressing both clock buttons suchthat they are balanced and neither player’s clock is ticking.

1.4.4 Use of Timer MandatoryThe use of a timer is mandatory for all games played under these Rules.

1.5 Written Aids

1.5.1 Score SheetsPlayers may use either their own score sheets or those supplied by thetournament organisers.

1.5.2 Tile Tracking SheetsPlayers may prepare lists of letters prior to a game for the purpose of tiletracking, for use in addition to their chosen score sheets. This should be donewell before the scheduled start of play for the game.

1.5.3 Right to Examine Materials(a) Before the game starts, a player has the right to examine all materials,

including papers, brought to the table by an opponent.

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(b) The Tournament Director will resolve any dispute arising over theacceptability of such materials, including any score sheets from gamesalready played in the tournament.

(c) At any time during the game, a player who becomes suspicious that anopponent has brought any unacceptable material to the table should askthe Tournament Director to resolve the dispute. The provisions of Part 6(Conduct) may be relevant.

1.5.4 Writing During the GameThere are no restrictions on what may be written on paper once the game hascommenced.

Part 2 – Starting the Game

2.1 Determining Who Starts

(a) Unless a system to predetermine starts is in use, the players draw a tileeach to determine who starts, as follows:(i) The player who draws a tile closest to the beginning of the alphabet,

with a blank preceding an A, starts the game.(ii) In the event of a tie, each player draws again until the tie is broken.(iii) No tiles are returned to the bag until the starter is decided. Once a

starter is decided, it is the responsibility of the non-starter to returnall tiles to the bag.

(b) Systems to predetermine starts must aim to ensure that all players startapproximately half their games in a tournament. Such systems mayinclude:(i) assignment of the start in each game by a software program

employed in running the tournament;(ii) ‘self-balancing starts’, in which the players compare their start/reply

records prior to each game. If one player has hitherto started fewergames than his or her opponent, then that player starts. If therecords are equal, the tile-drawing procedure described in subsection(a) is used.

(c) When self-balancing starts are in use, any player who knowinglymisrepresents his or her start/reply record is considered to be cheating.

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2.2 Starting the Timer

The timer of the player going first may be started once that player has removeda tile from the bag.

2.3 Late Arrivals

2.3.1 Duty to be Present(a) It is the duty of all players to be ready to commence play at the scheduled

starting time for each round. If a player is not ready, Rules 2.3.2-2.3.6may be invoked.

(b) A player has arrived only when he or she is seated at the playing tableready to commence play immediately.

2.3.2 Both Players AbsentIf both players are absent at the start of a round, the Tournament Director must:

(a) exercising due discretion, start the timer to be used for that game;(b) when the first player arrives, whether that player is due to play first or

not, start the second side of the timer running. The first player will beassigned the time showing on the first side of the timer (that is, the totaltime assigned per player in normal circumstances minus the time elapsedsince the Tournament Director started the timer);

(c) when the second player arrives, neutralise the timer. The second playerwill be assigned the time showing on the second side of the timer minusthe time deducted already from the time of the first player (that is, thetotal time assigned per player in normal circumstances minus the timeelapsed since the Tournament Director first started the timer).

The game then proceeds as usual with the amended time allocations. No tilesmay be drawn until both players have arrived.

2.3.3 One Player AbsentIf one player is absent at the start of a round, the Tournament Director must:

(a) exercising due discretion, start that player’s side of the timer;(b) when that player arrives, neutralise the timer. The player will be assigned

the time showing on his or her display.

The game then proceeds as usual with the amended time allocations. No tilesmay be drawn until both players have arrived.

2.3.4 Optional Forfeiture due to Lateness(a) A late player whose timer has been started may elect to forfeit the game

if his or her assigned game time, as calculated under Rule 2.3.2 or 2.3.3,

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is less than 15 minutes (that is, for standard 25 minute games, when theplayer has arrived more than 10 minutes late).

(b) If the player elects to play the game, it will be rated as a normal game.

2.3.5 Compulsory Forfeiture due to LatenessA player who does not arrive before his or her assigned game time expiresforfeits that game.

2.3.6 Consequences of Forfeiture due to Lateness(a) If a game is forfeited under Rules 2.3.4 or 2.3.5, that game will be

recorded as a win for the opponent by a margin of 150 points.(b) If a game is forfeited under Rules 2.3.4 or 2.3.5, that game will not be

considered in producing player ratings for the tournament.

2.4 Shuffling Tiles

Each player has the right to shuffle the tiles within the tile bag before the gamestarts.

2.5 Special Needs

(a) Players must notify their opponents and the Tournament Director inadvance of any special circumstances, such as physical impediments, thatmay affect their ability to comply with any procedures set out in theseRules.

(b) The Tournament Director will determine alternative acceptable proceduresthat are within the capacity of such players.

Part 3 – The Turn

3.1 Playing a Word

3.1.1 Elements of the TurnTo complete a turn by placing a word on the board (‘playing a word’), a playermust perform the following acts in order:

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(a) place the tiles on the board;(b) announce the score for the turn (the score may be computed aloud

quietly);(c) press the game timer to start the opponent’s time running;(d) record the score for the turn and the cumulative score in the normal space

on his or her score sheet;(e) draw replacement tiles (see Rule 3.9 (Drawing Tiles));(f) tile track (if desired).

3.1.2 Accepting the Turn(a) Once a player has pressed the game timer according to Rule 3.1.1(c), the

opponent must either accept or challenge the turn. The opponent may:(i) call 'hold', in which case Rules 3.10.8 (Holds) and 3.10.9 (Courtesy

Draws) are relevant;(ii) issue a challenge without first calling 'hold', in which case Rule

3.10.1 (Issuing a Challenge) is relevant;(iii) neither call 'hold' nor issue a challenge.

(b) If the opponent has neither called 'hold' nor issued a challenge, the playermay draw replacement tiles. The opponent's right to call 'hold' or issue achallenge survives until the player has removed the first replacement tilefrom the bag, at which point it is lost.

(c) (i) If, before either calling 'hold' or issuing a challenge, the opponentrecords in its entirety the score for the move (not the cumulativescore) on the normal space on his or her score sheet, the opponent'sright to call 'hold' or issue a challenge is lost.

(ii) If the opponent purports to call 'hold' or issue a challenge, the playermay immediately call the Tournament Director to inspect theopponent's score sheet. If the score sheet reveals that the score hasbeen recorded as described in subsection (i), the TournamentDirector is to apply Rule 6.2.6 (Action to be Taken in Case ofUnethical Behaviour).

(iii) No writing done after a call of 'hold' affects the opponent's right toissue a challenge.

(d) The opponent may appeal to the Tournament Director on the groundsthat the player has drawn replacement tiles too quickly for the opponentreasonably to assess whether to call 'hold' or issue a challenge. Afterhearing both players, the Tournament Director may determine that theright to challenge has not been lost. Evidence as to whether the sequenceprescribed in Rule 3.1.1 was correctly observed will be relevant, as willsubsection (j) of Rule 6.2.2 (Examples of Unethical Behaviour NotAmounting to Cheating).

(e) If the turn was made after the bag became empty, no writing by theopponent at any time waives the opponent's right to call 'hold' or issue achallenge.

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(f) Verbal indications of acceptance do not affect the right to challenge.However, see Rule 3.10.8 (Holds) concerning the cancellation of a call of'hold'.

3.2 Exchanging Tiles

3.2.1 Elements of the ExchangeTo complete a turn by exchanging tiles, a player must perform the following actsin order:

(a) check that there are at least seven tiles in the bag (if there are not, thenexchanging tiles is not permitted);

(b) announce an intention to exchange;(c) state the number of tiles to be exchanged;(d) place the stated number of tiles face down on the table;(e) press the game timer to start the opponent’s time running;(f) record the exchange on his or her score sheet;(g) draw the required number of replacement tiles and transfer them to the

rack;(h) return the unwanted tiles from the table to the bag.

3.2.2 Exchange to Score ZeroAn exchange of tiles scores zero points.

3.2.3 Exchanging Early in the GameIf exchanging tiles early in the game, it is common practice to perform Rule3.2.1(a) above by observing the number of tiles played on the board to thatpoint. Note, however, the provisions of Rule 3.10.16 (Challenging the Legality ofan Exchange).

3.3 Passing

3.3.1 Elements of the PassA turn completed without either playing a word or exchanging tiles is a pass. Tocomplete a turn by passing, a player must perform the following acts in order:

(a) announce an intention to pass;(b) press the game timer to start the opponent’s time running;(c) record the pass on his or her score sheet.

3.3.2 Passing at the End of a GameOccasionally a player will be unable to play any valid word, and will also beunable to exchange tiles. In these circumstances the player must either pass orattempt to play an invalid word.

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3.4 Significance of Pressing Timer

3.4.1 Pressing Timer Concludes Deliberation(a) By pressing the timer in accordance with Rules 3.1.1 (Elements of the

Turn), 3.2.1 (Elements of the Exchange) or 3.3.1 (Elements of the Pass),a player indicates a final choice of move on that turn. After the player haspressed the timer, the move may not be altered.

(b) Nothing in subsection (a) prevents a player from altering his or her choiceof move at any point before pressing the timer.

(c) Nothing in subsection (a) prevents a player from subsequently correctinga scoring error for the turn. See subsection (d) of Rule 3.5 (KeepingScore).

(d) A player may not indicate that a final choice of move has been reached byany other means than pressing the timer.

(e) The act of pressing the timer confers on the opponent an immediate rightto challenge the turn in accordance with Rule 3.10.1 (Issuing aChallenge).

3.4.2 Elements Overlapping with Opponent’s Subsequent Turn(a) By pressing the timer in accordance with Rules 3.1.1 (Elements of the

Turn), 3.2.1 (Elements of the Exchange) or 3.3.1 (Elements of the Pass),a player starts the opponent’s next turn. Consequently, certain actions,while still elements of the original turn, may potentially overlap withelements of the opponent’s next turn.

(b) It follows from subsection (a) that respecting the sequence given in Rule3.1.1 is especially important. See subsection (m) of Rule 6.2.2 (Examplesof Unethical Behaviour Not Amounting to Cheating).

(c) The Tournament Director will resolve any dispute as to whether thesequence given in Rules 3.1.1, 3.2.1 or 3.3.1 was properly observed and,if not, what consequences should flow.

3.4.3 Omitting to Press TimerA player who omits to press the timer while making a turn completes that turnby placing a hand in the bag to draw replacement tiles. See also Rule 3.10.7(Challenging an Improperly Ordered Turn).

3.5 Keeping Score

(a) Both players must promptly record in the normal spaces on their scoresheets the score for each turn and the cumulative score.

(b) If, when the timer is neutralised at the end of a game, a player has notrecorded all scores and cumulative scores (except those pertaining to thefinal move of the game), then that player may be required to record thescores with his or her timer running.

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(c) It is the responsibility of both players to verify the cumulative scores withreasonable frequency. Note, however, Rule 3.6.1 (Actions Reserved forPlayer On Move) and subsection (o) of Rule 6.2.2 (Examples of UnethicalBehaviour Not Amounting to Cheating).

(d) The score for any move or the cumulative score may be corrected at anytime prior to signing the final result sheet.

(e) The Tournament Director will resolve any dispute arising over thedetermination of the correct score. Rule 5.4 (Result Sheets) may berelevant.

3.6 Prerogatives of the Player On Move

3.6.1 Actions Reserved for the Player On MoveA player may do the following things only when it is his or her turn to play:

(a) adjust tiles on the board (unless the tiles were placed in an improperorientation by the opponent);

(b) rotate or adjust the board; or(c) ask to verify scores with the opponent, who must co-operate.

3.6.2 Actions Where the Player On Move Has Priority(a) A player whose turn it is to play has priority in completing the following

acts:(i) counting the remaining tiles (see Rule 3.7 (Shuffling or Counting the

Remaining Tiles)); or(ii) checking the legality of an exchange.

(b) The player not on move may complete an act described in subsection (a)only if it will not prevent the player on move from completing the act.

(c) The player not on move, if completing an act described in subsection (a),must ensure that the player on move is minimally disturbed by the act.Subsection (s) of Rule 6.2.2 (Examples of Unethical Behaviour NotAmounting to Cheating) may be relevant.

3.7 Shuffling or Counting the Remaining Tiles

3.7.1 Procedure for Shuffling or Counting TilesTo shuffle or count the remaining tiles, a player must, in this order:

(a) ensure that shuffling or counting the tiles will not infringe Rule 3.6.2(Actions Where Player On Move Has Priority);

(b) announce an intention to shuffle or count the tiles;(c) show the opponent that the hand to be used to shuffle or count the tiles is

empty (usually by showing an open palm with the fingers stretchedapart);

(d) hold the bag in a position acceptable for tile-drawing while shuffling orcounting the tiles (see Rule 3.9.1 (Bag Position));

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(e) show the opponent that the hand used to shuffle or count the tiles isempty upon withdrawing it from the bag.

3.7.2 Right to ObjectIf tiles without a smooth letter face are in use, a player may object to anopponent shuffling or counting the remaining tiles. If this occurs, theTournament Director or a member of tournament staff may shuffle or count thetiles while the timer is neutralised, notifying both players of the result of thecount.

3.8 Declaring a Blank

(a) A player who plays a blank tile must clearly announce which letter itrepresents. It is acceptable, in addition, to point to the relevant letter if itis on the board or to clarify the blank’s identity through use of thephonetic alphabet or similar. It is not acceptable to pronounce the word inwhich the blank appears.

(b) It is in both players' interests to be able to prevent the blank's identitybeing subsequently contested. Therefore:(i) the player who plays the blank must, before completing the turn,

record the blank’s identity on a neutral sheet of paper such as thegame result sheet; and

(ii) the opponent must ensure that this is done, neutralising the timer ifnecessary.

(c) If the blank's identity is recorded in accordance with subsection (b), thatrecord is determinative. A record on a player’s personal score sheet is notdeterminative.

(d) If the blank's identity is not recorded in accordance with subsection (b)and a dispute subsequently arises, the player on move may redesignatethe blank. All words formed by the redesignation are taken to be wordsplayed in that player’s next turn, and may therefore be challenged.

(e) If and only if subsection (b) is fully complied with, then the TournamentDirector has the discretion to permit a move based on a misapprehensionof the blank's identity to be replayed.

(f) The Tournament Director may override subsection (d) if he or shebelieves that doing so is in the interests of fairness.

3.9 Drawing Tiles

3.9.1 Bag PositionWhen drawing from the bag, a player must:

(a) hold the bag so that the rim of the bag is at or above eye level;(b) avert his or her eyes from the bag; and(c) keep the bag in full view of the opponent.

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3.9.2 Drawing Protocols(a) While doing so may be helpful to avoid overdrawing, players need not

draw tiles individually.(b) A player must not put a hand into the tile bag if that hand contains tiles.

All drawn tiles must be placed on the rack or the table before further tilesare drawn.

(c) It is mandatory to show an empty hand both before and after drawingreplacement tiles (see Rule 3.7.1 (Procedure for Shuffling or CountingTiles)).

(d) Replacement tiles must be drawn with reasonable speed.

3.9.3 Keeping Tiles Above TablePlayers must keep all tiles above the level of the playing table at all times.

3.9.4 Improper DrawingThe Tournament Director will resolve any disputes arising over the propriety oftile drawing by either player under Rules 3.9.1-3.9.3. Subsection (c) of Rule 6.2.2(Examples of Unethical Behaviour Not Amounting to Cheating) may be relevant.

3.9.5 Overdrawing Tiles (Overdrawer Discloses)If a player draws too many replacement tiles (‘overdraws’), and that playerbrings the overdraw to the attention of his or her opponent, then the initialprocedure is as follows:

(a) neutralise the timer; and(b) ascertain whether any newly drawn tile has touched the overdrawing

player’s rack.If a newly drawn tile has touched the rack, then the correct procedure is given insubsection (c); if not, the correct procedure is given in subsection (d).

(c) (i) The overdrawing player intermixes the newly drawn and old tiles andplaces them face down on the table.

(ii) The opponent randomly turns face up X+1 tiles, where X representsthe number of overdrawn tiles. Both players should see the tiles.

(iii) The opponent selects X tiles to return to the bag and one to returnto the overdrawing player.

(d) (i) The overdrawing player places only the newly drawn tiles face downon the table.

(ii) The opponent randomly turns face up X+1 tiles, where X representsthe number of overdrawn tiles. Both players should see the tiles.

(iii) The opponent selects X tiles to return to the bag and one to returnto the overdrawing player.

3.9.6 Overdrawing Tiles (Opponent Notices)If a player overdraws, and the opponent notices the overdraw before the player

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discloses it, then the correct procedure is as follows:(a) the timer is neutralised;(b) the player displays his or her entire rack (including both newly drawn and

old tiles) to the opponent;(c) the opponent selects X tiles from the rack to return to the bag, where X

represents the number of overdrawn tiles.

3.9.7 Duty to Disclose OverdrawA player who becomes aware that he or she has overdrawn has a duty todisclose the overdraw. Failure to do so is regarded as unethical (see subsection(h) of Rule 6.2.2 (Examples of Unethical Behaviour Not Amounting to Cheating))and will trigger the procedure outlined in Rule 3.9.6 (Overdrawing Tiles(Opponent Notices)).

3.9.8 Late-Game Underdrawing(a) This rule applies near the end of the game only, if a player draws too few

replacement tiles, and the opponent subsequently draws all remainingtiles from the bag in his or her next draw.

(b) If the underdrawing is discovered before the player has completed his orher next turn, then the opponent must choose and give to the player theappropriate number of tiles from his or her rack. There is no additionalpenalty.

(c) If the underdrawing is discovered only after the player has completed hisor her next turn, then there is neither a correction for the mistake nor apenalty.

(d) Players should be aware that late-game underdrawing is liable to beconstrued as unethical behaviour, and guard against it.

3.9.9 Drawing Out Of Order(a) Subject to subsection (b), no penalty applies if a player accidentally draws

tiles when the opponent should have done so first. However, players areadvised that drawing out of order, particularly in the final stage of thegame, is liable to be construed as unethical behaviour.

(b) If the out of order draw leaves fewer tiles in the bag than the opponentwould have rightfully drawn, all of the player’s newly drawn tiles aretreated as overdrawn tiles to which the following procedure applies:(i) the overdraw procedure given in Rule 3.9.6 (Overdrawing Tiles

(Opponent Notices)) is followed;(ii) the opponent draws as many replacement tiles as are needed to

complete his or her own draw;(iii) any tiles remaining in the bag are replaced on the player’s rack.

3.9.10 Drawing While Awaiting AdjudicationPlayers must not draw tiles while awaiting the adjudication of a challenge.

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3.10 Challenging

3.10.1 Issuing a ChallengeA player whose opponent has completed a turn may elect to challenge thevalidity of any word or words played by the opponent on that turn.

(a) To issue a challenge, the player must:(i) verbally express an intention to challenge (use of the word

‘challenge’ is preferred; however, any alternative wording may beused as long as it is unambiguous);

(ii) neutralise the timer;(iii) write the word or words to be challenged legibly on a challenge slip;(iv) seek agreement from the opponent that the writing on the challenge

slip is legible and records a word or words played in the turn; and(v) call for a runner.

Both players then await the result of the challenge.(b) The challenge may be issued as soon as the opponent has indicated a

final choice of move. See Rule 3.4.1 (Pressing Timer ConcludesDeliberation).

(c) The timer may not be started after a challenge until either the score forthe move has been re-announced or the tiles retracted, depending uponthe result of the challenge.

3.10.2 Adjudicating a ChallengeOn receiving a challenge slip for adjudication, the adjudicator must:

(a) carefully check the acceptability of the challenged word or words usingeither computer software or a printed word list;

(b) place a tick on the challenge slip if all challenged words are acceptable, ora cross if at least one is not; and

(c) return the challenge slip to the runner.

When more than one word is challenged, neither the adjudicator nor the runnermay inform the players about the acceptability of individual words.

In some tournaments, docket printers are used to print the result of a challenge.The printout may be returned to the players in lieu of the original challenge slipat such tournaments.

3.10.3 Self-Running(a) If there are no runners at the tournament, the player issuing the

challenge may take the challenge slip to the adjudicator. When thisoccurs, both players must turn any tiles on their racks face down (or coverthe tiles).

(b) The timer may not be started after a self-run challenge until both players

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are seated, all face-down tiles have been returned to players’ racks, andeither the score for the move has been re-announced or the tiles havebeen retracted (depending upon the result of the challenge).

3.10.4 Self-AdjudicatingComputer software may be used for adjudication. The tournament director mustensure that the software is loaded with the correct lexicon and that all playersknow how to use the computers to adjudicate. The following procedure isadopted in place of Rule 3.10.1(a)(iii)-(v):

(a) The player issuing the challenge clearly informs the opponent which wordor words are being challenged, and may also choose to record the word orwords;

(b) Both players turn any tiles on their racks face down (or cover the tiles)and proceed to the adjudication computer;

(c) The player issuing the challenge types the word or words to be challengedinto the adjudication program;

(d) The opponent verifies that the word or words are correctly typed andexecutes the adjudication command within the program.

The timer may not be started after a self-adjudicated challenge until both playersare seated, all face-down tiles have been returned to players’ racks, and eitherthe score for the move has been re-announced or the tiles have been retracted(depending upon the result of the challenge).

Failure to observe the protocols of this Rule may be regarded as unethical: seesubsection (u) of Rule 6.2.2 (Examples of Unethical Behaviour Not Amounting toCheating).

3.10.5 No Retraction or Concession of a Challenge(a) If a player has verbally indicated an intention to challenge and neutralised

the timer, then that player is compelled to challenge.(b) The challenger retains freedom to change his or her mind about which

word or words to challenge at any time before the challenge slip is givento the runner. In the case of self-run or self-adjudicated challenges, thisfreedom is lost when the challenger leaves the playing table.

(c) A player whose turn is challenged may not concede the challenge prior toadjudication.

3.10.6 Waiver of Right to ChallengeBy accepting a turn, a player waives the right to challenge it. Rule 3.1.2(Accepting the Turn) defines acceptance of a turn.

3.10.7 Challenging an Improperly Ordered TurnIf in the course of making a turn a player performs the acts given in Rule 3.1.1

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(Elements of the Turn) in the incorrect sequence, but has pressed the timer orplaced a hand in the bag to draw replacement tiles, then that player is still liableto be challenged. See Rule 3.4.3 (Omitting to Press Timer).

If a player attempts to draw tiles before pressing the timer, then the opponentmay:

(a) alert the player to the incorrect sequence of acts;(b) require the player to press the timer immediately; and(c) issue a challenge as normal.

This sequence may also be followed if no tiles remain in the bag, and a playerrecords a score before pressing the timer.

3.10.8 Holds(a) If a player is actively considering a challenge, he or she may alert the

opponent to this by calling ‘hold’. This warns the opponent not to drawfresh tiles in case a challenge is issued.

(b) The player may take any amount of time to accept or challenge the playafter calling ‘hold’.

(c) Unambiguous words such as 'okay' or 'accept' should be used to indicatecancellation of a hold.

3.10.9 Courtesy Draws(a) A player whose opponent has called ‘hold’ may, after one minute from

pressing the timer in accordance with Rule 3.1.1 (Elements of the Turn),draw replacement tiles. These tiles must be kept separately from theplayer’s rack, although the player may look at them. Under nocircumstances may the tiles be intermixed with the player’s old tiles (seesubsection (p) of Rule 6.2.2 (Examples of Unethical Behaviour NotAmounting to Cheating)).

(b) If a courtesy draw has occurred and a challenge is subsequently upheld,the replacement tiles should be returned to the bag. This situation is nottreated as an overdraw, and the opponent does not see the replacementtiles. If, however, the player has intermixed tiles in violation of subsection(a), the replacement tiles are treated as overdrawn tiles to which Rule3.9.6 (Overdrawing Tiles (Opponent Notices)) applies in addition to anypenalty imposed by the Tournament Director.

3.10.10 Rechallenging(a) A player who is unsatisfied with the result of a challenge may request that

it be re-adjudicated.(b) If such a request is made, the original adjudicator should not perform the

re-adjudication.(c) The result of a re-adjudication is final unless it differs from the original

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adjudication, in which case the Tournament Director may be called toprovide a final adjudication.

3.10.11 Erroneous ChallengesIf it is discovered that a word written on a challenge slip does not correspond toa word played on the board in the most recent turn, then the challenge may bereissued.

3.10.12 MisadjudicationIf a player is challenged, and the challenge is discovered to have beenmisadjudicated, the error may be corrected if and only if:

(a) no newly drawn tiles have touched the player’s rack, or(b) no retracted tiles have touched the player’s rack.

Otherwise, play continues as normal and no account is taken of the error.

3.10.13 Board Control During ChallengeWhen the timer is neutralised pending an adjudication, the player whose turnhas been challenged retains control of the board.

3.10.14 Challenge Penalties(a) The penalty incurred by an incorrect challenge may vary from tournament

to tournament. The tournament organiser should notify players prior tothe tournament which penalty condition is in force. Once this has beenannounced it may not be changed.

(b) A player whose opponent successfully challenges always loses that turn asper the Standard Rules. The challenger is penalised only if all challengedwords are acceptable.

(c) The following is a list of penalty conditions that WESPA considersstandard:(i) no penalty for an incorrect challenge (‘single challenge’);(ii) five-point penalty per incorrectly challenged word;(iii) five-point penalty per incorrectly challenged turn (regardless of the

number of words challenged in the turn);(iv) as in subsection (ii) or (iii), but using ten points instead of five;(v) loss of turn for an incorrect challenge (‘double challenge’).

(d) Other penalty conditions include incrementally increasing penalties. Theseare not considered standard. Examples are:(i) no penalty for first incorrect challenge, loss of turn for subsequent

incorrect challenges (‘dingle challenge’);(ii) five-point penalty for first incorrect challenge, ten-point penalty for

subsequent incorrect challenges;(iii) 5-5-10-20-30 point (or similar) increasing penalties for incorrect

challenges;(iv) time penalties of 30-60 seconds for all incorrect challenges.

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(e) WESPA considers option (c)(ii) the preferred international norm.Tournaments that do not use standard penalty conditions risk beingregarded by WESPA as nonratable.

3.10.15 Challenging Word Placement(a) A player may challenge a turn on the grounds that a word has been

placed illegally. A non-exhaustive list of illegal word placements includes:(i) failure to cover the centre square on the opening play;(ii) placing tiles on the board such that the tiles do not all form part of

one word;(iii) playing a diagonal word;(iv) playing a word that extends beyond the 15x15 grid.

(b) A player wishing to challenge the legality of a word placement mustneutralise the timer and call the Tournament Director to adjudicate thechallenge.

(c) There is no penalty for an incorrect challenge.(d) A player is free to refrain from challenging an illegal word placement. In

the case of subsection (a)(i), if a player so refrains, the centre squareretains its double-word-score value for subsequent turns.

3.10.16 Challenging the Legality of an Exchange(a) A player who believes that fewer than seven tiles remain in the bag may

challenge the legality of an exchange if the opponent has announced theexchange and pressed the timer.

(b) A player wishing to challenge the legality of an exchange must neutralisethe timer and call the Tournament Director to adjudicate the challenge.

(c) There is no penalty for an incorrect challenge.(d) A player is free to refrain from challenging an illegal exchange.(e) The right to challenge an illegal exchange survives until an unwanted tile

is returned to the bag.

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Part 4 – Interrupting the Game

4.1 Neutralising the Timer

(a) Except in accordance with subsection (b), the timer must not beneutralised during a game.

(b) The timer may be neutralised:(i) in the course of issuing a challenge;(ii) in order to resolve a scoring discrepancy;(iii) while an overdraw rule is being enforced;(iv) when a late player whose timer has been started arrives at the

playing table;(v) if neutralisation is otherwise required under any of these Rules;(vi) if the Tournament Director’s presence is required to resolve any

problem; or(vii) if neutralisation is required by an unforeseen event unconnected

with the ordinary conduct of the game (for example, a spillage ofwater on the board, or a power failure).

4.2 Leaving the Playing Area

(a) A player wishing to leave the playing area during a game must, wherepossible, obtain the Tournament Director’s permission to do so.

(b) Permission having been obtained, the procedure is as follows:(i) The player wishing to leave must complete a turn, starting the

opponent’s timer and recording the score for the turn, but notdrawing replacement tiles.

(ii) The player may then leave the playing area.(iii) While the player is absent, the opponent may make a play, starting

the player’s timer and recording the score for the move, but notdrawing replacement tiles.

(c) All actions taken in accordance with subsection (b) must be performedunder the supervision of the Tournament Director or another member ofthe tournament staff.

(d) A player may not leave the playing area without the TournamentDirector’s permission except in an emergency. The opponent must alertthe Tournament Director immediately if this occurs.

(e) Supervision of players while they are outside the playing area is at thediscretion of the Tournament Director. An opponent may request but maynot compel supervision.

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4.3 Tiles Discovered Out of the Bag

If any tiles (other than those properly in a player’s possession) are discoveredoutside the bag at any time during a game and before the result sheet has beensigned, then:

(a) both players see the tiles;(b) the tiles are returned to the bag;(c) any tiles that may have been removed from players’ racks in the belief

that the game was over are replaced; and(d) one of the following steps is taken:

(i) if both players have seven tiles on their racks, play resumes asusual;

(ii) if only one player has seven tiles, that player’s opponent draws fromthe bag; or

(iii) if neither player has seven tiles, the players ascertain who shouldhave drawn replacement tiles earliest and that player draws from thebag. If only one player has tiles after this is done, the game is overand the result is recalculated as necessary.

Under no circumstances may any moves be replayed.

4.4 Tiles Discovered In the Bag

If any tiles are discovered in the bag, which the players had thought to beempty, before the score sheets are signed, then:

(a) both players see the tiles;(b) any tiles that may have been removed from players’ racks in the belief

that the game was over are replaced; and(c) the players ascertain who should have drawn replacement tiles earliest

and that player adds the tiles to his or her rack.If both players still have tiles after this process, play resumes. If only one playerhas tiles, the game is over and the result recalculated as necessary. Under nocircumstances may any moves be replayed.

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Part 5 – Ending the Game

5.1 ‘Playing Out’

5.1.1 Procedure for ‘Playing Out’‘Playing out’ occurs when:

(a) a player completes a turn, and(b) after completing that turn, that player has no tiles remaining, and(c) there are no remaining tiles to be drawn from the bag.

5.1.2 Actions to be Taken Upon ‘Playing Out’A player who is attempting to play out must neutralise the timer, rather thanstarting the timer of the opponent. The opponent must then either:

(a) accept the turn by revealing his or her unplayed tiles;(b) challenge the turn.

5.1.3 Right to Restart Timer(a) If a player has attempted to play out, and the opponent performs neither

of the actions given in Rule 5.1.2 within approximately five seconds, thenthe player is entitled to restart the opponent’s timer while awaiting theopponent’s action.

(b) If an opponent’s timer is started under subsection (a), the opponent mustneutralise the timer after deciding either to accept the play or tochallenge.

5.1.4 Tiles RemainingWhen a player has played out, then either:

(a) his or her score is increased by the value of the opponent’s unplayed tiles,and the opponent’s score is commensurately decreased; or

(b) his or her score is increased by twice the value of the opponent’sunplayed tiles, and the opponent’s score is unchanged.

The tournament organiser must ensure that all players know which subsection isin force.

5.2 Six Consecutive Zero Scores

5.2.1 Game Ended by Six Consecutive Zero ScoresThe game ends after six consecutive turns scoring zero. The scores of zero mayresult from any combination of:

(a) passes;(b) exchanges; and(c) successful challenges.

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5.2.2 Action to be Taken After Six Consecutive Zero ScoresIf the game is ended under Rule 5.2.1, each player’s score is reduced by thetotal value of the tiles on his or her rack.

5.3 Time Penalties

5.3.1 Ascertaining When Time Penalties ApplyA player is subject to time penalties once the time limit assigned to that playerfor the game is exceeded. This occurs when:

(a) the player’s timer’s display shows –00:01 (in the case of a digital count-down timer);

(b) the player’s timer’s display shows xx:01 (in the case of a digital count-uptimer, where xx represents the assigned game time in minutes); or

(c) the flag on the player’s side has dropped (in the case of an analog chessclock).

5.3.2 Application of Time Penalties(a) The score of a player subject to time penalties under Rule 5.3.1 is reduced

by 10 points per minute or part thereof by which the time limit wasexceeded.

(b) The Tournament Director will resolve any dispute arising over theapplication of time penalties.

5.3.3 Overtime Leading to Forfeiture(a) A player who overruns his or her allotted time by 10 minutes forfeits that

game.(b) The game margin in a game forfeited under subsection (a) is:

(i) the margin at the time of forfeiture (taking the imposition of timepenalties into account); or

(ii) 100 points;whichever is the greater.

(c) Games forfeited under Rules 2.3.4 (Optional Forfeiture due to Lateness)and 2.3.5 (Compulsory Forfeiture due to Lateness) are not subject to thisRule.

5.3.4 No Additional Time Penalties When Timer Not Neutralised(a) If the timer is improperly left running at the end of the game, any

additional overtime that accrues beyond the point at which the timershould have been neutralised will be disregarded.

(b) If a player who plays out does not neutralise the timer in accordance withRule 5.1.2 (Actions to be Taken Upon ‘Playing Out’), the opponent is takento neutralise the timer by revealing his or her unplayed tiles.

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(c) The Tournament Director will resolve any dispute arising over theapplication of subsection (a).

5.3.5 Standard Game Time(a) WESPA regards a time limit of 25 minutes per player per game as

standard.(b) Tournament organisers are not bound by subsection (a); however, the use

of any substantially different time limit may lead WESPA to view atournament as nonratable.

5.4 Result Sheets

5.4.1 Result Sheets Final Once Signed(a) If both players have

(i) agreed upon the final game scores, and(ii) signed the result sheet,

then no change may be made to the result sheet except in accordancewith subsections (b), (c) and (d).

(b) The result sheet may be changed if both players, prior to handing it in,agree that a mistake has occurred in preparing it.

(c) After the result sheet is handed in, it may be changed only with theexpress permission of the Tournament Director upon petition from bothplayers.

(d) If the Tournament Director determines that a player is unfairly refusing tocorrect a mistake on the result sheet, the Tournament Director mayoverride that player’s refusal and make the correction.

5.4.2 Responsibility of WinnerIt is the responsibility of the winner, before leaving the playing area, to ensurethat the result sheet is handed in.

5.5 Recounts

5.5.1 Right to RecountEither player may request a recount at the conclusion of a game, but only if thegame margin is 10 points or less.

5.5.2 Recount ProcedurePartial recounts are not acceptable. A game must either be recounted in itsentirety, or not at all. The timer remains neutralised during a recount.

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5.5.3 Surrender of Score SheetA player conducting a recount may request the use of the opponent’s scoresheet. The opponent may object, but must, if asked, surrender the score sheetto the Tournament Director, who may use it to assist the recounting player.

5.5.4 Tournament Director’s Discretion(a) Recounts are generally undesirable, as they can interfere with the

tournament schedule.(b) Given subsection (a), it is strongly recommended that players confirm

each other’s move scores and the cumulative score before the game hasended (see subsection (c) of Rule 3.5 (Keeping Score)).

(c) Given subsection (a), the Tournament Director may halt any recount if heor she believes it is frivolous or has taken an excessive time.

(d) If the Tournament Director believes that a player is frivolously recountingor deliberately slowing the progress of a recount, then he or she maydirect that no changes in that player’s favour be made as a result of therecount.

5.6 Tile Check

Before leaving the playing area, both players must ensure that the tiles are lefton the board in a 10x10 grid or 4 5x5 grids.

5.7 Resigning

(a) A player may not resign a game except in an emergency.(b) A resigned game is forfeited and cannot be subsequently resumed.(c) The margin awarded to the non-resigning player in a properly resigned

game is the greater of the following:(i) 50 points,(ii) the non-resigning player’s lead at the time of resignation plus 50

points.(d) If a game is resigned improperly, the Tournament Director will determine

an appropriate margin, which must not be less than the margin applicableif the game had been properly resigned.

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Part 6 – Conduct

6.1 Cheating

6.1.1 DefinitionWESPA considers any deliberate bad-faith violation of the Standard Rules or theWESPA Game Rules to be an act of cheating. This includes any instance ofcollusion between players for any reason.

6.1.2 Duty Not to Cheat(a) All players are honour bound not to cheat.(b) It is the responsibility of all players not only to guard at all times against

any personal action that might incur suspicion or misinterpretation, butalso immediately to draw to the attention of their opponents any suchaction on their part.

(c) A player who believes that an act of cheating has occurred in his or hergame should call the Tournament Director. See Rule 6.4 (TournamentDirector’s Powers and Responsibilities).

(d) A third party who believes that he or she has witnessed an act of cheatingin a game should not intervene directly, but should report that belief tothe Tournament Director. See Rule 6.4 (Tournament Director’s Powersand Responsibilities).

6.1.3 Action to be Taken in Case of CheatingIf a player is discovered to have committed an act of cheating, then:

(a) that player will be disqualified from further participation in thetournament;

(b) all games already played by that player in the tournament, including thegame in progress, as well as all games yet to be played by that player, willbe considered void;

(c) that player’s conduct will be reported to his or her National Association (ifany); and

(d) WESPA may act to restrict that player’s participation in futuretournaments.

6.2 Unethical Behaviour Not Amounting to Cheating

6.2.1 DefinitionWESPA considers any deliberate act that cannot be classified as cheating underRule 6.1 (Cheating), but which nevertheless goes against the spirit of equitable,courteous, fair and honest play, to be unethical. It is assumed and expected that

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tournament players will uphold high ethical standards and abhor unethicalbehaviour.

6.2.2 Examples of Unethical Behaviour Not Amounting to CheatingAny of the following acts is likely to constitute unethical behaviour under Rule6.2.1:

(a) denying the opponent an unimpaired view of the board at any time;(b) distracting the opponent by shuffling tiles persistently and noisily,

manipulating the board or tiles on the board, or waving hands over theboard;

(c) drawing tiles improperly (this may also amount to cheating if donerepeatedly);

(d) making comments calculated, or capable of being thought to becalculated, to mislead the opponent or otherwise affect his or her play (forexample, pronouncing a word, or stating doubt as to the acceptability of aword);

(e) excessive unnecessary talking during the game (including loud or lengthycomputation of the score for a move);

(f) presenting an unduly aggressive demeanour, or abusing the opponent;(g) deliberately making, or failing to correct, scoring errors. This includes a

refusal to amend a signed score sheet where such an amendment wouldcorrect a scoring error;

(h) deliberately overdrawing or underdrawing tiles, deliberately failing todisclose an overdraw, or deliberately drawing tiles out of order, especiallytowards the end of the game;

(i) issuing frivolous challenges that gain thinking time while the clock isneutralised, or calling ‘hold’ solely in order to prevent the opponent fromdrawing fresh tiles;

(j) deliberately drawing tiles quickly in order to prevent the opponent fromchallenging (this may also amount to cheating if done repeatedly);

(k) misinforming the opponent as to the number of tiles remaining in the bag;(l) using during the game a mobile phone, pager, palmtop computer or

similar device, or any other object or material likely to be deemedunacceptable;

(m) tile tracking before drawing fresh tiles, thereby potentially hindering theopponent from drawing fresh tiles in turn (this may also amount tocheating if done repeatedly);

(n) deliberately misrecording or failing to record the identity of a blank andmisrepresenting that identity later on in the game;

(o) checking scores in order to gain thinking time by neutralising the timer,checking scores simply to disturb the opponent’s thought, or refusing tocheck scores when properly requested to do so;

(p) intermixing old tiles with tiles drawn in a courtesy draw;

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(q) motioning to press the timer to complete a turn, but refraining from doingso, and thereby gauging the opponent’s reaction to the turn;

(r) purporting to call 'hold' or issue a challenge after having recorded thescore for a move as described in subsection (c)(i) of Rule 3.1.2 (Acceptingthe Turn);

(s) counting tiles or manipulating the tile bag in a distracting manner when itis the opponent's turn;

(t) deliberately delaying a challenge in order to view tiles drawn in a courtesydraw;

(u) violating the prescribed protocols for self-adjudicated challenges.

6.2.3 Behaviour Not Considered Unethical(a) The following acts are not generally considered unethical:

(i) using the opponent’s time to think about a move, if the opponent hasforgotten to press the timer at the end of a turn;

(ii) playing quickly and thereby rendering the opponent short of time;(iii) failing to check the opponent’s calculation of a score (it is, however,

strongly recommended that players do check this);(iv) the use of non-verbal body language to convey a particular

impression (for instance, confidently playing a word in order todissuade the opponent from challenging); or

(v) deliberately refraining from issuing a challenge because it isadvantageous to so refrain.

(b) However, it is nevertheless conceivable that some such acts, if donerepeatedly or in an exaggerated fashion, might amount to unethicalconduct in the opinion of the Tournament Director.

6.2.4 Contents of Score Sheets(a) Because certain rights and duties under these Rules depend on the

contents of personal score sheets, a player may have a legitimate reasonto look at the opponent’s score sheet. This practice is not generallyconsidered unethical.

(b) Players are under no positive obligation to divulge the contents of theirscore sheets except in accordance with Rules 1.5.3 (Right to ExamineMaterials) and 5.5.3 (Surrender of Score Sheet). However, to avoiddisputes, players are encouraged to record any private material on a sheetseparate to that on which they record their scores.

(c) It is unethical to seek unfair advantage by looking at an opponent's scoresheet.

6.2.5 Determination of State of MindWESPA recognises that in most cases, regarding an act as unethical requires aposterior judgment about the offending player’s state of mind. Many differentfactors may relevantly contribute to a belief that a player was or was not

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deliberately behaving unethically. Subject to Rule 6.5 (Right of Appeal), theTournament Director is the first and final arbiter of all such questions.

6.2.6 Action to be Taken in Case of Unethical Behaviour(a) A player who believes that an opponent is acting or has acted unethically

should call the Tournament Director.(b) The Tournament Director may, if of the opinion that a player has acted

unethically, warn that player or impose any penalty that he or she deemsappropriate.

(c) A non-exhaustive list of possible penalties for unethical behaviour is, inorder of increasing severity:(i) warning;(ii) reduction of margin in the tournament standings;(iii) loss of turn, loss of time or point penalty in the game in progress;(iv) forfeiture of a game; or(v) eviction from the tournament.

(d) The Tournament Director should notify a player’s National Association andWESPA if he or she considers that a player’s unethical behaviour issufficiently serious to warrant such a step.

6.3 Etiquette

6.3.1 DefinitionWESPA expects tournament players to observe high standards of etiquetteduring games. In practice, this amounts to little more than playing the game withdue courtesy and consideration, treating their opponents and those around themwith respect.

6.3.2 Examples of Poor EtiquetteThe following acts are generally considered to breach the desired standards ofetiquette:

(a) deliberately arriving late to a game;(b) talking unnecessarily during a game;(c) rotating the board for the opponent at the completion of a turn;(d) playing tiles upside down;(e) placing the tile bag out of reach of the opponent; or(f) conducting lengthy or loud post-game analyses with the opponent.

6.3.3 Action to be Taken in Case of Poor EtiquetteIn general, a breach of etiquette will not attract any penalty. However, inextreme circumstances a player who is aggrieved by poor etiquette may call theTournament Director. If the specific case warrants it, the Tournament Directormay impose a penalty on the player’s opponent (see Rule 6.2.6 (Action to beTaken in Case of Unethical Behaviour) for examples of such penalties).

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6.3.4 Observing Games(a) Persons observing a game must not:

(i) distract the players;(ii) discuss the game audibly;(iii) do anything that might conceivably pass information about the game

to the players;(iv) infringe the personal space of the players; or(v) continue to observe, if asked to leave by a player or the Tournament

Director.(b) The Tournament Director has general discretion to remedy and prevent

breaches of observational etiquette. This may include the imposition ofpenalties.

(c) Some tournament games are officially annotated. All annotationarrangements, including the capacity of players to refuse annotation, arematters for the tournament organisers, the Tournament Director and theplayers concerned.

6.4 Tournament Director’s Powers and Responsibilities

(a) In disputes concerning players’ conduct, the Tournament Director’s findingbinds the players.

(b) In resolving such disputes, the Tournament Director is entitled to take thesmooth running of the tournament into consideration.

(c) In resolving such disputes, the Tournament Director is obliged to giveeach player a fair hearing. This includes, where relevant, taking thetestimony of witnesses.

(d) The examples of proper and improper conduct given throughout this Partare non-exhaustive. Inevitably, situations will arise that are notimmediately contemplated by these Rules. The Tournament Director isexpected to exercise intelligence and impartiality in resolving thesesituations, and to resolve them consistently with these Rules.

6.5 Right of Appeal

(a) A player whose conduct is subject to any adverse ruling or finding has noright of appeal during the course of the tournament. However, the playermay appeal to the WESPA Executive Committee to review the ruling orfinding after the tournament has concluded.

(b) The WESPA Executive Committee will form a committee of disinterestedplayers to consider any appeal made under subsection (a). The appeal willbe considered and determined either in person or through writtensubmissions, by letter, fax or email.

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(c) The committee so formed is the sole body with power to review thecorrectness of the Tournament Director’s actions.

(d) If the appeal is upheld in whole or in part, the committee will recommenda course of action to the WESPA Executive Committee. This may includethe amendment of tournament results.

(e) There is no further right of appeal.

Appendix 1 – Standard Rules

© Mattel Inc, 2006.

Note: In the event of a discrepancy between the Standard Rules and the WESPAGame Rules, the WESPA Game Rules prevail. See Rule 1.1 (Standard Rules).

HOW TO PLAY

EVERY WORD COUNTS!SCRABBLE® is a word game for 2, 3 or 4 players. Play consists of forminginterlocking words, crossword fashion, on the SCRABBLE® playing board, usingletter tiles with various score values. The object of the game is to get the highestscore. Each player competes by using their tiles in combinations and locationsthat take best advantage of letter values and premium squares on the board.The combined total score for a game may range from about 400 points to 800 ormore, depending on the skill of the players.

CONTENTS

1 Playing Board100 Letter Tiles4 Tile Racks1 Tile Bag

100 Letter tiles:• There are 98 tiles with letters of the alphabet and two blank tiles.• Each of the letter tiles has score values indicated by the number to the

bottom right of the letter.

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• The two blank tiles have no score value, and can be used as any letterdesired. When it is played, the player must state what letter it represents,after which it cannot be changed for the remainder of the game.

SET UP• Get a pen and paper to keep score.• Set up the board in the middle of the playing area.• Each player takes a rack for arranging their tiles and places it in front of

them.• All the tiles are placed in the tile bag. Each player takes a tile out to find

out who plays first. The player who has the tile nearest the beginning ofthe alphabet, with the blank preceding ‘A,’ plays first. The exposed tilesare put back into the bag and the bag is shaken to shuffle them.

• Each player, in turn, then draws seven new tiles and places them on theirracks. Everyone is now ready to play SCRABBLE®. Play proceedsclockwise.

RULES OF PLAY

Keeping scoreOne player is elected as scorekeeper. They keep tally of each player’s score aftereach turn.

Exchanging tilesAny player may use their turn to replace any or all of the tiles in their rack. Theymay do so by discarding them face down, drawing the same number of newtiles, then mixing the discarded tiles with those remaining in the bag. They thenawait their next turn to play.

Passing (missing a turn)Instead of placing tiles on the board, or exchanging tiles, a player may alsodecide to pass, whether or not they are able to make a word (or words).

However, should all players pass twice in succession, the game ends.

Placing the first wordThe first player combines two or more of their tiles to form a word and placesthem on the board to read either across or down with one tile on the centresquare (ribbon). Diagonal words are not permitted.

All tiles played in this and subsequent turns must be placed in one continuousline horizontally or vertically.

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Permitted wordsYou may play any words listed in a standard English dictionary except those onlyspelt with an initial capital letter, abbreviations, prefixes and suffixes and wordsrequiring apostrophes and hyphens. Foreign words in a standard Englishdictionary are considered to have been absorbed into the English language andare allowed. Prior to starting the game, all players must agree on a dictionary tobe used.

Once a tile has been placed on the board, it may not be moved unless the wordis successfully challenged.

Challenging wordsOnce a word has been played, the word may be challenged before the score isadded up and the next player starts their turn. At this point only, you mayconsult a dictionary to check spelling or usage. If the word challenged isunacceptable, the player takes back their tiles and loses their turn.

BOARD Premium SpacesThe playing board consists of 15 x 15 squares in the playing area with grid linesto separate the squares. There are special premium squares on the board withbonus score values:

Premium Letter SquaresA light blue square doubles the score of a letter placed on it.A dark blue square triples the score of a letter placed on it.

Premium Word SquaresA light red square doubles the score of the word.A dark red square triples the score of the word.

If a word crosses both premium letter and word squares, all the bonus lettervalues are added up before the complete word score is double or tripled.

The bonus scores of the premium squares only apply to the turn in which thetiles are placed on them.

When a blank is placed on a Triple or Double Word square, the sum of the tilesin the word is doubled or tripled even though the blank itself has no score value.When it is placed on a Triple or Double Letter square, the value of the blank tileis still zero.

Scoring the first wordA player completes their turn by counting and announcing their score, which isrecorded by the scorekeeper.

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The score for the turn is calculated by adding up all the values of the numberson the tiles, plus any premium values from utilising the premium squares.

Ending a turnAt the end of every turn, the player draws as many new tiles as they haveplayed, thus always keeping seven tiles in their rack.

Added 50-point bonusAny player who plays all seven of their tiles in a single turn scores a premium of50 points in addition to their regular score for the turn. The 50 points are addedon after doubling or tripling a word score.

Next Player’s turnThe second player and then each player in turn, has the choice of exchangingtiles, passing or adding one or more tiles to those already played so as to formnew words of two or more letters.

All tiles played in any one turn must be placed in one row only across or onecolumn only down the board.

If they touch other tiles in adjacent rows, they must form complete wordscrossword fashion, with all such tiles.

The player gets full score for all words formed or modified by their play. Includethe bonus scores of any premium squares on which they have placed the tiles.

There are five different ways that new words can be formed:

1. Adding one or more tiles to the beginning or end of a word already on theboard, or to both the beginning and end of that word.

2. Placing a word at right angles to a word already on the board. The newword must use one of the letters of the word already on the board.

3. Placing a complete word parallel to a word already played so thatadjoining tiles also form complete words. In this example, more than oneword is formed in the same turn and each word is scored. The commonletters are counted (with full premium value, when they are on premiumsquares) in the score for each word.

4. The new word may also add a letter to an existing word.5. The last variation would be to “bridge” two or more letters. (This can only

happen on the 4th move or later in the game.)

Sometimes a word may cross two premium word squares. The word score isdoubled then re-doubled - 4 times the complete word score; or tripled and then

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re-tripled - 9 times the complete word score!

End of the gameThe game ends when

• all the tiles have been drawn and one of the players has used all the tilesin their rack

• when all possible plays have been made• all players have passed twice in consecutive turns

After all the scores are added up, each player’s score is reduced by the sum ofhis unplayed tiles, and if one player has used all their tiles, their score isincreased by the sum of the unplayed tiles of all the other players.e.g. If Player one has an X and an A left on their rack at the end of the game,their score is reduced by 9 points. The player who used all their tiles adds 9points to their score.

Remember - the game can be won or lost on the last letter in the bag!

RULES CLARIFICATIONS

• If any tile touches another tile in adjacent rows, it must form part of acomplete word crossword fashion, with all such tiles.

• The same word can be played more than once in a game.• Pluralised words are allowed.• A word can be extended on both ends within the same move e.g.

TRAINER to STRAINERS.• All tiles played in any one turn must be placed in one continuous line only,

horizontally or vertically.• Players may not add tiles to various words, or form new words in different

parts of the board in the same turn.• The bonus scores of the premium squares only apply to the turn in which

the tiles are placed on them.• When more than one word is formed in a single turn, each word is scored.

The common letters are counted (with full premium value, when they areon premium squares) in the score for each word.

• If a word crosses two premium word squares, the word score is doubledand re-doubled - 4 times the complete word score; or tripled and re-tripled - 9 times the complete word score.

• When a blank is placed on a Triple or Double Word square, the sum of thetiles in the word is doubled or tripled even though the blank itself has noscore value. When it is placed on a Triple or Double Letter square, thevalue of the blank tile is still zero.

• When one player has used all their tiles and the tile bag is empty, thegame is over. In some games, no player succeeds in using all their tiles.

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In this case the game continues until all possible moves have been made.If a player is unable to move, they pass their turn. If all players passtwice, in consecutive turns, the game ends.

• A dictionary or word guide may not be used while a game is in progress tosearch for words to fit the tiles on your rack. It may only be consultedafter a word has been played and challenged.

Appendix 2 – Official Word Source

The official word source is the HarperCollins SCRABBLE® Tournament & ClubWord List (2007 edition).